Getting your players into it! DMing

If there is no obvious difference between left and right, have them throw a coin or play paper/rock/siccor.

If it's a meaningfull choice let them debate, that's a major part of the game after all. You can help the discussion by recapping their various options/positions-Moderate the discussion. If some players beginn to grow bored/annoyed/frustrated with the discussion, call them on ending the discussion because it's been going to long and put out a majority vote or somesuch.
 

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Decisions like left or right are more or less arbitrary as a player when that's all you're presented with. An debate is OK, good even in some cases, but they do need to reach a conclusion.

Personally, I try not to give just a straight 'left or right' question. A description of what they can see or hear in either direction can help (even if it's as something as simple as a mouse scurrying away, or a breeze bringing a damp rotting smell from one of the corridors) - it gives the place a bit more flavour and the PCs a bit more description to make a decision on.

Much as I know it's not traditional, there's a lot to be said in giving the party a map (albeit you don't mark the ogres and treasure hoard on it!) - the party can then take a logical approach to it.

As far as bringing a debate to a head, put them on the spot. Let them debate for a little while, and then just ask "So, what are you doing?"
 

wmasters said:
Personally, I try not to give just a straight 'left or right' question. A description of what they can see or hear in either direction can help (even if it's as something as simple as a mouse scurrying away, or a breeze bringing a damp rotting smell from one of the corridors) - it gives the place a bit more flavour and the PCs a bit more description to make a decision on.

Much as I know it's not traditional, there's a lot to be said in giving the party a map (albeit you don't mark the ogres and treasure hoard on it!) - the party can then take a logical approach to it.

As far as bringing a debate to a head, put them on the spot. Let them debate for a little while, and then just ask "So, what are you doing?"

Actually just to clarify - they do have more information. We are running RtToEE, and the biggest slow downs have occured when there are two choices with a map, and they know the bad guys on either side (through plot/scouting). The debate is fine. The issue is only 3/7 like to debate this. The rest are of the opinion that it doesn't matter. I thought the other players would beat the debaters over the head to make a decision, that hasn't happened. I think I do need to just force a decision out of them.

As for the original post and things we use...

1) Sounds. I've used sounds VERY effectively once. It was a scary adventure against a Allip. Downloaded some clips from the web, and used them throughout. To this day I can whisper "Sarraaaahhhh" and get dirty looks from those players. BUT I've also used music and sounds that were completely ineffective. I may need to try again though.
2) Random saves/checks. Nothing, and I mean nothing, brings a player to full attention faster then "Bob, make a will save." Especially when there is nothing else going on.
Other then that I've not found the right techniques yet. But I keep trying.
-cpd
 


hey when you said random saves/checks how does that work?

you put something there that needs a check (spell trap or something?) or just something to russle them up but exist? (if you dothat and they roll a 1 how does that work?)
i definately like that idea of freaking them out!

also with the sound clips id love to know how you did that, did you just play different clips as they movd around the dungeon to freak them out/lead them on?

i love all the ideas about more description about little things and unique things, so easy to forget about something as simple as that!

M
 

schporto said:
Actually just to clarify - they do have more information. We are running RtToEE, and the biggest slow downs have occured when there are two choices with a map, and they know the bad guys on either side (through plot/scouting). The debate is fine. The issue is only 3/7 like to debate this. The rest are of the opinion that it doesn't matter. I thought the other players would beat the debaters over the head to make a decision, that hasn't happened. I think I do need to just force a decision out of them.

As for the original post and things we use...

1) Sounds. I've used sounds VERY effectively once. It was a scary adventure against a Allip. Downloaded some clips from the web, and used them throughout. To this day I can whisper "Sarraaaahhhh" and get dirty looks from those players. BUT I've also used music and sounds that were completely ineffective. I may need to try again though.
2) Random saves/checks. Nothing, and I mean nothing, brings a player to full attention faster then "Bob, make a will save." Especially when there is nothing else going on.
Other then that I've not found the right techniques yet. But I keep trying.
-cpd

Sorry, I misunderstood the first time around then! In this case, it sounds like a tactical debate, so to a certain extent, it should be allowed. But if players are getting bored by it, then maybe ask them what they do. A player forging ahead tends to focus an arguing party pretty quickly.

There's always the option that the bad guys might hear them, of course, or might come out wandering in search of a cheese sandwich.

Random saves are a fantastic tool. Random dice rolls from the DM can work too. I often call for Spot checks with similar effects.
 

schporto said:
Along these lines, we have an issue that outside of combat, when folks are trying to decide to go left or right, it produces an endless debate.

I played a character in a game with a compunlsion to always go right. That cut down on decision making :D
 

iwatt said:
I played a character in a game with a compunlsion to always go right. That cut down on decision making :D

My brother has a shopping mall and dungeon rule: Always follow the right wall and soon or later you will see the whole place.
 

pogre said:
My brother has a shopping mall and dungeon rule: Always follow the right wall and soon or later you will see the whole place.

Yeah. It is the standard method for solving 2D mazes.
 

Always act out NPCs- This can be very difficult at times, I'm fortunate to be gifted in this area. Three good tricks- make a list of celebrities you can do impersonations of (I use one as a table) and use that. I've done a wizard Johnny Carson and a dwarf Jack Nicholson. Don't worry about matching gender or race, just go with it and it will happen. When it doubt, play against type. Play a butch elf, a effeminate dwarf, a stupid wizard, a scholarly fighter. This always works well.

Secondly, sure your NPC has an agenda, which may be completely unrelated to the the PCs. This gives your NPC instant depth, even if it's just getting drunk.

Thirdly, have them doing something at the time, reading a book, sorting something, this makes characterization easier. If it is a recurring character, make it something that will always be present (I once had a blind informant, and a mute thief, these are remembered years (even a decade!) later)

Other methods to get players into it:

A. Tell THEIR story, not yours. Base your story on their background and desires whenever possible. Once I had a player break into the house of his estranged sorcerer father, to find a golem of himself as a child and the animated corpse of his mother. They are still talking about that one.

B. Let talking work. To many DMs think that if they let players talk their way out of a situation they are letting the players get away with something. Don't, let them talk. If they are not successful at talking their way through things they will never attempt it and it just becomes an elaborate board game at that point.

C. Props, props, props. Use props whenever possible. Maps, notes, things you found in the attic or a garage sale/fleamarket/antique store. Once the players found a journal of a woman in a haunted town. When they found it, I actually handed them the journal. You'd thought I just handed them a bar of gold. If at all possible, a large map of their environment (town, country, whatever) should be on the table.

D. Keep them in mortal peril at all times. The players should never feel they can relax and be safe. This also means building in safeguards to keep them alive.

E. Music. appropriate background music creates a seperation between the game and the rest of reality. By the same token, playing in a space dedicated to gaming only helps, as it has no other associations.

F. Be perpared to improv. This may mean abandoning every plan you had to do what they want to do.

That's all I can think of for now.
 

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